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'Sealed In Blood' In Character PBP Game Characters
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<blockquote data-quote="Lichtenhart" data-source="post: 933656" data-attributes="member: 761"><p><strong>Name: Jack of Spades</strong></p><p>True Name: Lenny Jacobs </p><p></p><p><strong>Male Human Rogue 21 Void Incarnate 5</strong></p><p></p><p><strong>Alignment</strong>: Chaotic Neutral</p><p></p><p><strong>HP</strong>: 26d6+130 (286 hp) </p><p></p><p><strong>Initiative</strong>: +15 (+11 Dex +4 Improved Initiative) </p><p></p><p><strong>AC</strong>: 45 (10 +11 Dex +10 Armor +5 Natural Armor +5 Deflection +4 Luck)</p><p>Touch: 30 Flatfooted: 34 Flatfooted Touch: 19</p><p><span style="color: white">Additional modifiers: +1 Dodge (Against a selected opponent), +4 Dodge (Mobility), +5 Dodge (Fighting Defensively), +10 Dodge (Total Defense), +1-5 Defending Weapon</span></p><p></p><p><strong>Attacks</strong>: Nightblade +38/+33/+28 (BAB 15 +3 EAB +11 Dex +5 Enhancement +4 Luck)</p><p><span style="color: white">Additional modifiers: +4 Sneak Attack, +2 Morale (Retribution), -4 Fighting Defensively, -1-5 Defending Weapon</span></p><p></p><p><strong>Damage</strong>: Nightblade 1d6+9 18-20x2 (+4 Str +5 Enhancement)</p><p><span style="color: white">Additional modifiers: +4 Sneak Attack, +2 Morale (Retribution), -1-5 Defending Weapon</span></p><p></p><p><strong>Saves</strong>:</p><p>Fort +23 (+6 Base +3 Epic +5 Con +5 Resistance +4 Luck) </p><p><span style="color: white">Ref +38 (+12 Base +3 Epic +11 Dex +3 Feat +5 Resistance +4 Luck)</span></p><p>Will +22 (+6 Base +3 Epic +4 Wis +5 Resistance +4 Luck) </p><p></p><p><strong>Abilities</strong>: </p><p>Str 18 (12 +6 Enhancement)= +4</p><p><span style="color: white">Dex 32 (16 +5 Advancement +5 Inherent +6 Enhancement) = +11</span></p><p>Con 20 (14 +6 Enhancement) = +5</p><p><span style="color: white">Int 28 (16 +1 Advancement +5 Inherent +6 Enhancement) = +9</span></p><p>Wis 18 (12 +6 Enhancement) = +4</p><p><span style="color: white">Cha 20 (14 +6 Enhancement) = +5</span></p><p></p><p><strong>Skills*</strong>: (24x15 Rogue + 5x13 Void Incarnate = 425 Skill Points) </p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">Rogue Class Skills: Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int, exclusive skill), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Innuendo (Wis), Intimidate (Cha), Intuit Direction (Wis), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Pick Pocket (Dex), Profession (Wis), Read Lips (Int, exclusive skill), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha, exclusive skill), and Use Rope (Dex). </span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">Void Incarnate Class Skills: Balance (Dex), Bluff (Cha), Escape Artist (Dex), Hide (Dex), Listen (Wis), Move Silently (Dex), Search (Int), Spot (Wis), Tumble (Dex), and Use Magic Device (Cha)</span></p><p></p><p>Balance +40 . . . . . . . . . . . . .(2 Ranks +11 Dex +4 Synergy +20 Competence +3 Luck)</p><p><span style="color: white">Bluff * +57 . . . . . . . . . . . . . .(29 Ranks +5 Cha +20 Competence +3 Luck)</span></p><p>Decipher Script +20 . . . . . . . .(8 Ranks +9 Int +3 Luck)</p><p><span style="color: white">Diplomacy +16 . . . . . . . . . . . (+5 Cha +8 Synergy +3 Luck)</span></p><p>Disable Device * +56 . . . . . . . (24 Ranks +9 Int +20 Competence +3 Luck)</p><p><span style="color: white">Escape Artist * +60 . . . . . . . .(26 Ranks +11 Dex +20 Competence +3 Luck)</span></p><p>Forgery +20 . . . . . . . . . . . . . (8 Ranks +9 Int +3 Luck)</p><p><span style="color: white">Gather Information +40 . . . . . .(12 Ranks +5 Cha +20 Competence +3 Luck)</span></p><p>Hide * +63 . . . . . . . . . . . . . . (29 Ranks +11 Dex +20 Circumstance +3 Luck)</p><p><span style="color: white">Innuendo +40 . . . . . . . . . . . . (10 Ranks +4 Wis +4 Synergy +20 Competence +3 Luck)</span></p><p>Intimidate +45 . . . . . . . . . . . .(12 Ranks +5 Cha +4 Synergy +20 Competence +3 Luck)</p><p><span style="color: white">Jump +46 . . . . . . . . . . . . . . . (5 Ranks +4 Str +4 Synergy +3 Luck +30 Unnamed)</span></p><p>Listen +56 . . . . . . . . . . . . . . .(29 Ranks +4 Wis +20 Competence +3 Luck)</p><p><span style="color: white">Move Silently * +63 . . . . . . . . (29 Ranks +11 Dex +20 Circumstance +3 Luck)</span></p><p>Open Lock * +58 . . . . . . . . . . (24 Ranks +11 Dex +20 Competence +3 Luck)</p><p><span style="color: white">Pick Pocket * +62 . . . . . . . . . (24 Ranks +11 Dex +4 Synergy +20 Competence)</span></p><p>Profession (Card Player) +12 . . (5 Ranks +4 Wis +3 Luck)</p><p><span style="color: white">Read Lips +20 . . . . . . . . . . . . (8 Ranks +9 Int +3 Luck)</span></p><p>Search +60 . . . . . . . . . . . . . . (28 Ranks +9 Int +20 Competence +3 Luck)</p><p><span style="color: white">Sense Motive * +52 . . . . . . . . (25 Ranks +4 Wis +20 Competence +3 Luck)</span></p><p>Spot +56 . . . . . . . . . . . . . . . .(29 Ranks +4 Wis +20 Competence +3 Luck)</p><p><span style="color: white">Tumble * +65 . . . . . . . . . . . . .(29 Ranks +11 Dex +2 Synergy +20 Competence +3 Luck)</span></p><p>Use Magic Device +57 . . . . . . . (29 Ranks +5 Cha +20 Competence +3 Luck)</p><p></p><p>*=Skill Mastery</p><p></p><p><strong>Languages</strong>: Common, Orc, Elven, Giant, Dwarven, Gnome, Halfling + Tongues</p><p></p><p><strong>Feats</strong>: </p><p>1: Lightning Reflexes </p><p>1b: Fated</p><p>3: Improved Initiative</p><p>6: Weapon Finesse (Rapier)</p><p>9: Dodge</p><p>12: Quicker Than The Eye</p><p>15: Mobility</p><p>18: Spring Attack</p><p>21: Dexterous Fortitude</p><p>24: Dexterous Will</p><p></p><p><strong>Special Attacks</strong>:</p><p></p><p>Sneak Attack +11d6</p><p><span style="font-size: 9px">Any time the rogue's target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks the target, the rogue's attack deals extra damage. The extra damage is +1d6 at 1st level and an additional 1d6 every two levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can only count as sneak attacks if the target is within 30 feet. The rogue can't strike with deadly accuracy from beyond that range. </span></p><p><span style="font-size: 9px">With a sap (blackjack) or an unarmed strike, the rogue can make a sneak attack that deals subdual damage instead of normal damage. The rogue cannot use a weapon that deals normal damage to deal subdual damage in a sneak attack, not even with the usual –4 penalty. A rogue can only sneak attack a living creature with a discernible anatomy. Any creature that is immune to critical hits is also not vulnerable to sneak attacks. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach a vital spot. The rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.</span></p><p></p><p>Crippling Strike</p><p><span style="font-size: 9px">When the rogue damages an opponent with a sneak attack, the target also takes 1 point of Strength damage. </span></p><p></p><p><strong>Special Qualities</strong>:</p><p></p><p>Evasion</p><p><span style="font-size: 9px">At 2nd level, a rogue gains evasion. If exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, the rogue takes no damage with a successful saving throw. Evasion can only be used if the rogue is wearing light armor or no armor. It is an extraordinary ability. </span></p><p></p><p>Uncanny Dodge</p><p><span style="font-size: 9px">At 3rd level and above, she retains her Dexterity bonus to AC (if any) if caught flat-footed or struck by an invisible attacker. At 6th level , the rogue can no longer be flanked. Another rogue at least four levels higher can still flank. At 11th level, the rogue gains a +1 bonus to Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks by traps. At 14th level, these bonuses rise to +2. At 17th, they rise to +3, and at 20th they rise to +4.</span></p><p></p><p>Slippery Mind</p><p><span style="font-size: 9px">If a rogue with a slippery mind is affected by an enchantment and fails the saving throw, 1 round later the rogue can attempt the saving throw again. The rogue only gets this one extra chance to succeed. This is an extraordinary ability.</span></p><p></p><p>Defensive Roll</p><p><span style="font-size: 9px">Once per day, when a rogue would be reduced to 0 hit points or less by damage in combat (from a weapon or other blow, not a spell or special ability), the rogue can attempt to roll with the damage. She makes a Reflex saving throw (DC = damage dealt) and, if successful, takes only half damage from the blow. The rogue must be aware of the attack and able to react to it in order to execute the defensive roll — if the Dexterity bonus to AC is denied, the rogue can't roll. Since this effect would not normally allow a character to make a Reflex save for half damage, the rogue's evasion ability does not apply to the defensive roll.</span></p><p></p><p>Skill Mastery</p><p><span style="font-size: 9px">The rogue selects a number of skills equal to 3 + Intelligence modifier. When making a skill check with one of these skills, the rogue may take 10 even if stress and distractions would normally prevent the rogue from doing so. The rogue may gain this special ability multiple times, selecting additional skills for it to apply to each time.</span></p><p></p><p>Blank Aura II (Ex)</p><p><span style="font-size: 9px">The void incarnate (and any equipment he wears or carries) radiates no aura of any kind. Detect chaos, detect magic, and similar spells simply register him as a blank. The void incarnate cannot lower this aura. For every four levels gained above 1st, the void incarnate can share this aura with one additional willing creature (and its equipment) within 30 feet of the void incarnate. Granting the blank aura to one or more creatures within range is a standard action; the effect lasts for 24 hours or until the void incarnate dismisses the aura as a free action. A creature sharing the aura must remain within 30 feet of the void incarnate (regardless of line of effect) to receive the benefit of the effect. If a creature sharing the aura leaves the range of the effect, the effect on the creature fades for the amount of time spent away from the void incarnate; moving back into range allows the creature to once again gain the aura's benefits for the remainder of the 24 hours or until the creature leaves the area again, whichever comes first.</span></p><p></p><p>Improved Evasion (Ex)</p><p><span style="font-size: 9px">At 2nd level and higher, when subjected to an effect that allows a Reflex save for half damage, the void incarnate takes only half damage on a failed save (and no damage on a successful save, just as with evasion). Improved evasion can be used only if the void incarnate is wearing light armor or no armor.</span></p><p></p><p>Void Presence (Ex)</p><p><span style="font-size: 9px">Opponents of a void incarnate unconsciously ignore the void incarnate's presence starting at 3rd level. They are always treated as flat-footed to the void incarnate (and thus may not apply their Dexterity modifier to AC). This lasts until the void incarnate attacks the opponent, but resumes again at the start of the void incarnate's next turn. This is a mind-affecting effect. You can also use Bluff to create a diversion to hide as a move-equivalent action, rather than as a standard action. This ability has an interesting side effect. Anyone attempting to use Gather Information or similar methods to learn about a void incarnate finds the task very difficult. Increase the DC of such tasks by 20 plus the target's void incarnate class level.</span></p><p></p><p>Mettle of Fortitude (Ex)</p><p><span style="font-size: 9px">Beginning at 4th level, if exposed to any effect that normally allows a character to attempt a Fortitude save for a partial or half effect (such as slay living), the void incarnate suffers no effect with a successful saving throw.</span></p><p></p><p>Blank Mind I (Ex)</p><p><span style="font-size: 9px">At 5th level, the void incarnate is protected by a mind blank effect at all times. The void incarnate cannot lower this aura, even to accept a harmless mind-affecting spell. For every four levels gained above 5th, the void incarnate can share this effect with one additional willing creature (and its equipment) within 30 feet of the void incarnate. Granting the blank mind to one creature is a standard action; the effect lasts for 24 hours or until the void incarnate dismisses the aura as a free action. A creature sharing the effect must remain within 30 feet of the void incarnate (regardless of line of effect) to receive the benefit of the effect. If a creature sharing the effect leaves the range of the effect, the effect on the creature fades for the amount of time spent away from the void incarnate; moving back into range allows the creature to once again gain the effect's benefits for the remainder of the 24 hours or until the creature leaves the area again, whichever comes first.</span></p><p></p><p><strong>Equipment</strong>:</p><p></p><p>Mask of Lies and Truths . 495 000 gp</p><p><span style="font-size: 9px">Very few things are hidden to the wearer of this mask of gold and obsidian, that bestows an impressive clarity of perception, while hiding the features, the motives and the very nature of its wearer. The mask adds a +6 Enhancement bonus to the Wearer's Intelligence, Wisdom and Charisma scores, and a +20 Competence bonus not only to the Gather Information, Listen, Search, Sense Motive and Spot skills, but also to Bluff, Intimidate, Innuendo and Use Magic Device checks. It gives the wearer Low Light Vision, Darkvision in a 60' range, Blindsight in a 30' range, True Seeing in a 120' range, total immunity to gaze attacks and allows the owner to cast Claivoyance/Clairaudience at will. (Caster level 10)</span></p><p></p><p>Tattoo of the Spade . 285 000 gp</p><p><span style="font-size: 9px">The symbol of the spades suit, drawn under the skin in the middle of the chest in everchanging and swirling shades of black, gives the recipient an instinctive understanding of the laws of chance, bestowing upon him a +4 Luck bonus to Attacks, Armor Class and Saves, and a +3 Luck bonus to skill checks. (Caster level 16)</span></p><p></p><p>Nightblade . 270 320 gp</p><p><span style="font-size: 9px">This adamantine rapier +5 has been enchanted to channel the mystical energies of the night. The blade has been transformed into a shape of darkness where sparks like distant stars can be seen, and that seems to absorb the light nearby. The blade now ignores non-living matter, thus ignoring armor and AC enhancement bonuses, but cannot harm undead, constructs and objects. At the beginning of his turn as a free action, the wielder can decide to transfer part or all of the sword's enhancement bonus to his AC as a special bonus that stacks with all others. This effect lasts till the beginning of his next turn. The Nightblade is more effective when used to make a sneak attack, adding a +4 bonus to the wielder's attack and damage rolls, and it infuses the owner with a vengeful spirit, bestowing a +2 Morale bonus to his next attack and damage rolls, as long as the attack is directed against the last opponent that struck the owner in the previous round. (Caster level 16)</span></p><p></p><p>Everstanding Boots . 251 000 gp</p><p><span style="font-size: 9px">Enchanted by a wizard that was also an experienced journeyman, these soft dark leather boots allow the wearer to travel safe and fast in most environments. The Everstanding boots affect the wearer as if it was under the constant effect of the spells Expeditious Retreat, Jump, Feather Falling, and Pass Without Trace. They emulate the power Body Equilibrium and the enchantments of the Slippers of Spider Climbing, the Boots of Levitation and the Winged Boots.they also give a +20 Competence bonus on the owner's Balance and Tumble checks but their most impressive power is the ability to bestow Haste on the wearer for up to 50 rounds a day, and to allow him to use Dimension Door at will. (Caster level 10)</span></p><p></p><p>Thieving Gloves . 201 200 gp</p><p><span style="font-size: 9px">These adorned thin black leather gloves have many talents a thief, but also every adventurer can appreciate. They act as Gloves of Storing and of Arrow Snaring, allow free use of the cantrips Prestidigitation, Mage Hand and Mending, give a +6 Enhancement bonus to the wearer's Strenght and Dexterity scores and a +20 Competence to his Pick Pocket and Escape Artist checks. They also carry, cleverly shrunk and disguised in the decoration, a full set of thieves' tools than can be retrieved only by the wearer, enchanted to give him a +20 competence bonus to Open Lock and Disable Device checks, and to automatically cast the cantrip Silent Portal. The tools lose their power if separated by more than 15' from the gloves, but it recovers if they are returned to their hiding place on the gloves. (Caster level 10)</span></p><p></p><p>Wholesome Belt . 138 400 gp</p><p><span style="font-size: 9px">This sturdy hide belt can absorb up to three energy-draining attacks or death effects (such as finger of death) per day. (An attack that would bestow two negative levels counts as two attacks.) It also allows the wearer to cast Heal, Restoration and Neutralize Poison each once per day. (Caster level 11)</span></p><p></p><p>Wholesome Necklace . 124 000 gp</p><p><span style="font-size: 9px">Sharing the same purpose of the belt, this plain golden necklace grants the owner a +6 Enhancement bonus to his Constitution score, and emulates the effects of a Necklace of Adaptation, a Periapt of Wound Closure, a Periapt of Health and a Ring of Sustenance. (Caster level 10)</span></p><p></p><p>Vest of Hardiness . 100 000 gp</p><p><span style="font-size: 9px"> This black vest grant a +5 Natural Armor bonus to AC and a +5 Resistance bonus to saves. (Caster level 15)</span></p><p></p><p>Bracers of Armor +10 . 100 000 gp</p><p><span style="font-size: 9px">Caster level 20</span></p><p></p><p>Ring of Protection +5 . 50 000 gp</p><p><span style="font-size: 9px">Caster level 15</span></p><p></p><p>Brooch of Understanding . 40 000 gp</p><p><span style="font-size: 9px">Enchanted by a bard who wanted to dispose more freely of his spells, this elegant silver brooch keeps the wearer under the constant effect of the spells Tongues and Comprehend Languages, and allows him free use of the cantrips Read Magic and Detect Magic. (Caster level 4)</span></p><p></p><p>Ring of Freedom of Movement . 40 000 gp</p><p><span style="font-size: 9px">Caster level 7</span></p><p></p><p>Mantle of Stealth . 24 000 gp</p><p><span style="font-size: 9px">The enchantment on this jet-black mantle makes it blend so well in shadows that it bestows a +20 circumstance bonus to the wearer's Hide and Move Silently skill checks. (Caster level 10)</span></p><p></p><p>Surreal Swordbelt . 10 000 gp</p><p><span style="font-size: 9px">When in use, this scabbard appears much like any other scabbard: a sturdy leather sheath attached to a leather belt. As soon as the weapon's hilt is grasped, however, the sheath vanishes and the weapon is free to be wielded. While the weapon is in hand the Surreal Swordbelt appears only as a belt with an intricate rune on either side. When the weapon is touched to either rune the scabbard reappears around it. The owner of a Surreal Swordbelt gains the use of the Quick Draw feat with the weapon sheathed in it.(Caster level 7)</span></p><p></p><p>Handy Beltpouch . 4 000 gp</p><p><span style="font-size: 9px">This magic beltpouch works very similarly to the Heward's Handy Haversack, carrying up to 120 pounds or 12 cubic feet. Whenever a part of an item enters the pouch, it is shrunk just enough to fit the opening.(Caster level 5)</span></p><p></p><p>Rod of Negation . 44 600 gp</p><p><span style="font-size: 9px">Caster level 16</span></p><p></p><p>Wand of Silence . 4 500 gp</p><p><span style="font-size: 9px">Caster level 3, charges left 47</span></p><p></p><p>Wand of Cure Moderate Wounds . 4500 gp</p><p><span style="font-size: 9px">Caster level 3, charges left 48</span></p><p></p><p>Wand of Fog Cloud . 4 500 gp</p><p><span style="font-size: 9px">Caster level 3, charges left 43</span></p><p></p><p>Wand of Shield . 4 500 gp</p><p><span style="font-size: 9px">Caster level 6, charges left 47</span></p><p></p><p>Compass . 2 000 gp</p><p><span style="font-size: 9px">This useful device unerringly indicates the direction of the North.(Caster level 1)</span></p><p></p><p>Diamonds (3) . 15 000 gp</p><p></p><p>Black Star Sapphires (5) 5 000 gp</p><p></p><p>Black Pearls (8) . 4 000 gp</p><p></p><p>Jets (10) . 1 000 gp</p><p></p><p>Black Tindertwigs (93) . 500 gp</p><p><span style="font-size: 9px">These special tindertwigs work like their more common variant, but their flame emits no light.</span></p><p></p><p>Miniated Deck . 400 gp</p><p><span style="font-size: 9px">A red leather pouch contains this pack of cards in vellum that has been lovingly engraved with precious colors.</span> </p><p></p><p>Cigarette Lighter . 400 gp</p><p><span style="font-size: 9px">An elegant silver box with a golden motif picturing gold and red interwining dragons, it opens to reveal a small flame. To light a torch with this flame is a full round action. (Caster level 1)</span></p><p></p><p>Cigarettes (9*100+58) . 100 gp</p><p><span style="font-size: 9px">"Dark Embrace". Best Quality. Cinnamon flavored.</span></p><p></p><p>100 pp 80 gp</p><p></p><p>Manual of Quickness of Action +5 (used) . 137 500 gp</p><p></p><p>Tome of Clear Thought +5 (used) . 137 500 gp</p></blockquote><p></p>
[QUOTE="Lichtenhart, post: 933656, member: 761"] [B]Name: Jack of Spades[/B] True Name: Lenny Jacobs [b]Male Human Rogue 21 Void Incarnate 5[/b] [B]Alignment[/B]: Chaotic Neutral [b]HP[/b]: 26d6+130 (286 hp) [b]Initiative[/b]: +15 (+11 Dex +4 Improved Initiative) [b]AC[/b]: 45 (10 +11 Dex +10 Armor +5 Natural Armor +5 Deflection +4 Luck) Touch: 30 Flatfooted: 34 Flatfooted Touch: 19 [color=white]Additional modifiers: +1 Dodge (Against a selected opponent), +4 Dodge (Mobility), +5 Dodge (Fighting Defensively), +10 Dodge (Total Defense), +1-5 Defending Weapon[/color] [b]Attacks[/b]: Nightblade +38/+33/+28 (BAB 15 +3 EAB +11 Dex +5 Enhancement +4 Luck) [color=white]Additional modifiers: +4 Sneak Attack, +2 Morale (Retribution), -4 Fighting Defensively, -1-5 Defending Weapon[/color] [b]Damage[/b]: Nightblade 1d6+9 18-20x2 (+4 Str +5 Enhancement) [color=white]Additional modifiers: +4 Sneak Attack, +2 Morale (Retribution), -1-5 Defending Weapon[/color] [b]Saves[/b]: Fort +23 (+6 Base +3 Epic +5 Con +5 Resistance +4 Luck) [color=white]Ref +38 (+12 Base +3 Epic +11 Dex +3 Feat +5 Resistance +4 Luck)[/color] Will +22 (+6 Base +3 Epic +4 Wis +5 Resistance +4 Luck) [b]Abilities[/b]: Str 18 (12 +6 Enhancement)= +4 [color=white]Dex 32 (16 +5 Advancement +5 Inherent +6 Enhancement) = +11[/color] Con 20 (14 +6 Enhancement) = +5 [color=white]Int 28 (16 +1 Advancement +5 Inherent +6 Enhancement) = +9[/color] Wis 18 (12 +6 Enhancement) = +4 [color=white]Cha 20 (14 +6 Enhancement) = +5[/color] [b]Skills*[/b]: (24x15 Rogue + 5x13 Void Incarnate = 425 Skill Points) [size=1] Rogue Class Skills: Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int, exclusive skill), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Innuendo (Wis), Intimidate (Cha), Intuit Direction (Wis), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Pick Pocket (Dex), Profession (Wis), Read Lips (Int, exclusive skill), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha, exclusive skill), and Use Rope (Dex). Void Incarnate Class Skills: Balance (Dex), Bluff (Cha), Escape Artist (Dex), Hide (Dex), Listen (Wis), Move Silently (Dex), Search (Int), Spot (Wis), Tumble (Dex), and Use Magic Device (Cha)[/size] Balance +40 . . . . . . . . . . . . .(2 Ranks +11 Dex +4 Synergy +20 Competence +3 Luck) [color=white]Bluff * +57 . . . . . . . . . . . . . .(29 Ranks +5 Cha +20 Competence +3 Luck)[/color] Decipher Script +20 . . . . . . . .(8 Ranks +9 Int +3 Luck) [color=white]Diplomacy +16 . . . . . . . . . . . (+5 Cha +8 Synergy +3 Luck)[/color] Disable Device * +56 . . . . . . . (24 Ranks +9 Int +20 Competence +3 Luck) [color=white]Escape Artist * +60 . . . . . . . .(26 Ranks +11 Dex +20 Competence +3 Luck)[/color] Forgery +20 . . . . . . . . . . . . . (8 Ranks +9 Int +3 Luck) [color=white]Gather Information +40 . . . . . .(12 Ranks +5 Cha +20 Competence +3 Luck)[/color] Hide * +63 . . . . . . . . . . . . . . (29 Ranks +11 Dex +20 Circumstance +3 Luck) [color=white]Innuendo +40 . . . . . . . . . . . . (10 Ranks +4 Wis +4 Synergy +20 Competence +3 Luck)[/color] Intimidate +45 . . . . . . . . . . . .(12 Ranks +5 Cha +4 Synergy +20 Competence +3 Luck) [color=white]Jump +46 . . . . . . . . . . . . . . . (5 Ranks +4 Str +4 Synergy +3 Luck +30 Unnamed)[/color] Listen +56 . . . . . . . . . . . . . . .(29 Ranks +4 Wis +20 Competence +3 Luck) [color=white]Move Silently * +63 . . . . . . . . (29 Ranks +11 Dex +20 Circumstance +3 Luck)[/color] Open Lock * +58 . . . . . . . . . . (24 Ranks +11 Dex +20 Competence +3 Luck) [color=white]Pick Pocket * +62 . . . . . . . . . (24 Ranks +11 Dex +4 Synergy +20 Competence)[/color] Profession (Card Player) +12 . . (5 Ranks +4 Wis +3 Luck) [color=white]Read Lips +20 . . . . . . . . . . . . (8 Ranks +9 Int +3 Luck)[/color] Search +60 . . . . . . . . . . . . . . (28 Ranks +9 Int +20 Competence +3 Luck) [color=white]Sense Motive * +52 . . . . . . . . (25 Ranks +4 Wis +20 Competence +3 Luck)[/color] Spot +56 . . . . . . . . . . . . . . . .(29 Ranks +4 Wis +20 Competence +3 Luck) [color=white]Tumble * +65 . . . . . . . . . . . . .(29 Ranks +11 Dex +2 Synergy +20 Competence +3 Luck)[/color] Use Magic Device +57 . . . . . . . (29 Ranks +5 Cha +20 Competence +3 Luck) *=Skill Mastery [B]Languages[/B]: Common, Orc, Elven, Giant, Dwarven, Gnome, Halfling + Tongues [b]Feats[/b]: 1: Lightning Reflexes 1b: Fated 3: Improved Initiative 6: Weapon Finesse (Rapier) 9: Dodge 12: Quicker Than The Eye 15: Mobility 18: Spring Attack 21: Dexterous Fortitude 24: Dexterous Will [b]Special Attacks[/b]: Sneak Attack +11d6 [size=1]Any time the rogue's target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks the target, the rogue's attack deals extra damage. The extra damage is +1d6 at 1st level and an additional 1d6 every two levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can only count as sneak attacks if the target is within 30 feet. The rogue can't strike with deadly accuracy from beyond that range. With a sap (blackjack) or an unarmed strike, the rogue can make a sneak attack that deals subdual damage instead of normal damage. The rogue cannot use a weapon that deals normal damage to deal subdual damage in a sneak attack, not even with the usual –4 penalty. A rogue can only sneak attack a living creature with a discernible anatomy. Any creature that is immune to critical hits is also not vulnerable to sneak attacks. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach a vital spot. The rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.[/Size] Crippling Strike [size=1]When the rogue damages an opponent with a sneak attack, the target also takes 1 point of Strength damage. [/size] [b]Special Qualities[/b]: Evasion [size=1]At 2nd level, a rogue gains evasion. If exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, the rogue takes no damage with a successful saving throw. Evasion can only be used if the rogue is wearing light armor or no armor. It is an extraordinary ability. [/size] Uncanny Dodge [size=1]At 3rd level and above, she retains her Dexterity bonus to AC (if any) if caught flat-footed or struck by an invisible attacker. At 6th level , the rogue can no longer be flanked. Another rogue at least four levels higher can still flank. At 11th level, the rogue gains a +1 bonus to Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks by traps. At 14th level, these bonuses rise to +2. At 17th, they rise to +3, and at 20th they rise to +4.[/size] Slippery Mind [size=1]If a rogue with a slippery mind is affected by an enchantment and fails the saving throw, 1 round later the rogue can attempt the saving throw again. The rogue only gets this one extra chance to succeed. This is an extraordinary ability.[/size] Defensive Roll [size=1]Once per day, when a rogue would be reduced to 0 hit points or less by damage in combat (from a weapon or other blow, not a spell or special ability), the rogue can attempt to roll with the damage. She makes a Reflex saving throw (DC = damage dealt) and, if successful, takes only half damage from the blow. The rogue must be aware of the attack and able to react to it in order to execute the defensive roll — if the Dexterity bonus to AC is denied, the rogue can't roll. Since this effect would not normally allow a character to make a Reflex save for half damage, the rogue's evasion ability does not apply to the defensive roll.[/size] Skill Mastery [size=1]The rogue selects a number of skills equal to 3 + Intelligence modifier. When making a skill check with one of these skills, the rogue may take 10 even if stress and distractions would normally prevent the rogue from doing so. The rogue may gain this special ability multiple times, selecting additional skills for it to apply to each time.[/size] Blank Aura II (Ex) [size=1]The void incarnate (and any equipment he wears or carries) radiates no aura of any kind. Detect chaos, detect magic, and similar spells simply register him as a blank. The void incarnate cannot lower this aura. For every four levels gained above 1st, the void incarnate can share this aura with one additional willing creature (and its equipment) within 30 feet of the void incarnate. Granting the blank aura to one or more creatures within range is a standard action; the effect lasts for 24 hours or until the void incarnate dismisses the aura as a free action. A creature sharing the aura must remain within 30 feet of the void incarnate (regardless of line of effect) to receive the benefit of the effect. If a creature sharing the aura leaves the range of the effect, the effect on the creature fades for the amount of time spent away from the void incarnate; moving back into range allows the creature to once again gain the aura's benefits for the remainder of the 24 hours or until the creature leaves the area again, whichever comes first.[/size] Improved Evasion (Ex) [size=1]At 2nd level and higher, when subjected to an effect that allows a Reflex save for half damage, the void incarnate takes only half damage on a failed save (and no damage on a successful save, just as with evasion). Improved evasion can be used only if the void incarnate is wearing light armor or no armor.[/size] Void Presence (Ex) [size=1]Opponents of a void incarnate unconsciously ignore the void incarnate's presence starting at 3rd level. They are always treated as flat-footed to the void incarnate (and thus may not apply their Dexterity modifier to AC). This lasts until the void incarnate attacks the opponent, but resumes again at the start of the void incarnate's next turn. This is a mind-affecting effect. You can also use Bluff to create a diversion to hide as a move-equivalent action, rather than as a standard action. This ability has an interesting side effect. Anyone attempting to use Gather Information or similar methods to learn about a void incarnate finds the task very difficult. Increase the DC of such tasks by 20 plus the target's void incarnate class level.[/size] Mettle of Fortitude (Ex) [size=1]Beginning at 4th level, if exposed to any effect that normally allows a character to attempt a Fortitude save for a partial or half effect (such as slay living), the void incarnate suffers no effect with a successful saving throw.[/size] Blank Mind I (Ex) [size=1]At 5th level, the void incarnate is protected by a mind blank effect at all times. The void incarnate cannot lower this aura, even to accept a harmless mind-affecting spell. For every four levels gained above 5th, the void incarnate can share this effect with one additional willing creature (and its equipment) within 30 feet of the void incarnate. Granting the blank mind to one creature is a standard action; the effect lasts for 24 hours or until the void incarnate dismisses the aura as a free action. A creature sharing the effect must remain within 30 feet of the void incarnate (regardless of line of effect) to receive the benefit of the effect. If a creature sharing the effect leaves the range of the effect, the effect on the creature fades for the amount of time spent away from the void incarnate; moving back into range allows the creature to once again gain the effect's benefits for the remainder of the 24 hours or until the creature leaves the area again, whichever comes first.[/size] [b]Equipment[/b]: Mask of Lies and Truths . 495 000 gp [size=1]Very few things are hidden to the wearer of this mask of gold and obsidian, that bestows an impressive clarity of perception, while hiding the features, the motives and the very nature of its wearer. The mask adds a +6 Enhancement bonus to the Wearer's Intelligence, Wisdom and Charisma scores, and a +20 Competence bonus not only to the Gather Information, Listen, Search, Sense Motive and Spot skills, but also to Bluff, Intimidate, Innuendo and Use Magic Device checks. It gives the wearer Low Light Vision, Darkvision in a 60' range, Blindsight in a 30' range, True Seeing in a 120' range, total immunity to gaze attacks and allows the owner to cast Claivoyance/Clairaudience at will. (Caster level 10)[/size] Tattoo of the Spade . 285 000 gp [size=1]The symbol of the spades suit, drawn under the skin in the middle of the chest in everchanging and swirling shades of black, gives the recipient an instinctive understanding of the laws of chance, bestowing upon him a +4 Luck bonus to Attacks, Armor Class and Saves, and a +3 Luck bonus to skill checks. (Caster level 16)[/size] Nightblade . 270 320 gp [size=1]This adamantine rapier +5 has been enchanted to channel the mystical energies of the night. The blade has been transformed into a shape of darkness where sparks like distant stars can be seen, and that seems to absorb the light nearby. The blade now ignores non-living matter, thus ignoring armor and AC enhancement bonuses, but cannot harm undead, constructs and objects. At the beginning of his turn as a free action, the wielder can decide to transfer part or all of the sword's enhancement bonus to his AC as a special bonus that stacks with all others. This effect lasts till the beginning of his next turn. The Nightblade is more effective when used to make a sneak attack, adding a +4 bonus to the wielder's attack and damage rolls, and it infuses the owner with a vengeful spirit, bestowing a +2 Morale bonus to his next attack and damage rolls, as long as the attack is directed against the last opponent that struck the owner in the previous round. (Caster level 16)[/size] Everstanding Boots . 251 000 gp [size=1]Enchanted by a wizard that was also an experienced journeyman, these soft dark leather boots allow the wearer to travel safe and fast in most environments. The Everstanding boots affect the wearer as if it was under the constant effect of the spells Expeditious Retreat, Jump, Feather Falling, and Pass Without Trace. They emulate the power Body Equilibrium and the enchantments of the Slippers of Spider Climbing, the Boots of Levitation and the Winged Boots.they also give a +20 Competence bonus on the owner's Balance and Tumble checks but their most impressive power is the ability to bestow Haste on the wearer for up to 50 rounds a day, and to allow him to use Dimension Door at will. (Caster level 10)[/size] Thieving Gloves . 201 200 gp [Size=1]These adorned thin black leather gloves have many talents a thief, but also every adventurer can appreciate. They act as Gloves of Storing and of Arrow Snaring, allow free use of the cantrips Prestidigitation, Mage Hand and Mending, give a +6 Enhancement bonus to the wearer's Strenght and Dexterity scores and a +20 Competence to his Pick Pocket and Escape Artist checks. They also carry, cleverly shrunk and disguised in the decoration, a full set of thieves' tools than can be retrieved only by the wearer, enchanted to give him a +20 competence bonus to Open Lock and Disable Device checks, and to automatically cast the cantrip Silent Portal. The tools lose their power if separated by more than 15' from the gloves, but it recovers if they are returned to their hiding place on the gloves. (Caster level 10)[/size] Wholesome Belt . 138 400 gp [size=1]This sturdy hide belt can absorb up to three energy-draining attacks or death effects (such as finger of death) per day. (An attack that would bestow two negative levels counts as two attacks.) It also allows the wearer to cast Heal, Restoration and Neutralize Poison each once per day. (Caster level 11)[/size] Wholesome Necklace . 124 000 gp [size=1]Sharing the same purpose of the belt, this plain golden necklace grants the owner a +6 Enhancement bonus to his Constitution score, and emulates the effects of a Necklace of Adaptation, a Periapt of Wound Closure, a Periapt of Health and a Ring of Sustenance. (Caster level 10)[/size] Vest of Hardiness . 100 000 gp [Size=1] This black vest grant a +5 Natural Armor bonus to AC and a +5 Resistance bonus to saves. (Caster level 15)[/size] Bracers of Armor +10 . 100 000 gp [Size=1]Caster level 20[/size] Ring of Protection +5 . 50 000 gp [Size=1]Caster level 15[/size] Brooch of Understanding . 40 000 gp [Size=1]Enchanted by a bard who wanted to dispose more freely of his spells, this elegant silver brooch keeps the wearer under the constant effect of the spells Tongues and Comprehend Languages, and allows him free use of the cantrips Read Magic and Detect Magic. (Caster level 4)[/size] Ring of Freedom of Movement . 40 000 gp [Size=1]Caster level 7[/size] Mantle of Stealth . 24 000 gp [Size=1]The enchantment on this jet-black mantle makes it blend so well in shadows that it bestows a +20 circumstance bonus to the wearer's Hide and Move Silently skill checks. (Caster level 10)[/size] Surreal Swordbelt . 10 000 gp [Size=1]When in use, this scabbard appears much like any other scabbard: a sturdy leather sheath attached to a leather belt. As soon as the weapon's hilt is grasped, however, the sheath vanishes and the weapon is free to be wielded. While the weapon is in hand the Surreal Swordbelt appears only as a belt with an intricate rune on either side. When the weapon is touched to either rune the scabbard reappears around it. The owner of a Surreal Swordbelt gains the use of the Quick Draw feat with the weapon sheathed in it.(Caster level 7)[/size] Handy Beltpouch . 4 000 gp [Size=1]This magic beltpouch works very similarly to the Heward's Handy Haversack, carrying up to 120 pounds or 12 cubic feet. Whenever a part of an item enters the pouch, it is shrunk just enough to fit the opening.(Caster level 5)[/Size] Rod of Negation . 44 600 gp [Size=1]Caster level 16[/size] Wand of Silence . 4 500 gp [Size=1]Caster level 3, charges left 47[/Size] Wand of Cure Moderate Wounds . 4500 gp [Size=1]Caster level 3, charges left 48[/Size] Wand of Fog Cloud . 4 500 gp [Size=1]Caster level 3, charges left 43[/Size] Wand of Shield . 4 500 gp [Size=1]Caster level 6, charges left 47[/Size] Compass . 2 000 gp [Size=1]This useful device unerringly indicates the direction of the North.(Caster level 1)[/Size] Diamonds (3) . 15 000 gp Black Star Sapphires (5) 5 000 gp Black Pearls (8) . 4 000 gp Jets (10) . 1 000 gp Black Tindertwigs (93) . 500 gp [Size=1]These special tindertwigs work like their more common variant, but their flame emits no light.[/size] Miniated Deck . 400 gp [Size=1]A red leather pouch contains this pack of cards in vellum that has been lovingly engraved with precious colors.[/size] Cigarette Lighter . 400 gp [Size=1]An elegant silver box with a golden motif picturing gold and red interwining dragons, it opens to reveal a small flame. To light a torch with this flame is a full round action. (Caster level 1)[/size] Cigarettes (9*100+58) . 100 gp [size=1]"Dark Embrace". Best Quality. Cinnamon flavored.[/size] 100 pp 80 gp Manual of Quickness of Action +5 (used) . 137 500 gp Tome of Clear Thought +5 (used) . 137 500 gp [/QUOTE]
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